2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41 dp_model_t *loadmodel;
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
49 q3shaderinfo_t shader;
50 struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE 1021
53 typedef struct q3shader_data_s
55 memexpandablearray_t hash_entries;
56 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57 memexpandablearray_t char_ptrs;
59 static q3shader_data_t* q3shader_data;
61 static void mod_start(void)
64 int nummodels = Mem_ExpandableArray_IndexRange(&models);
67 SCR_PushLoadingScreen(false, "Loading models", 1.0);
69 for (i = 0;i < nummodels;i++)
70 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73 for (i = 0;i < nummodels;i++)
74 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78 Mod_LoadModel(mod, true, false);
79 SCR_PopLoadingScreen(false);
81 SCR_PopLoadingScreen(false);
84 static void mod_shutdown(void)
87 int nummodels = Mem_ExpandableArray_IndexRange(&models);
90 for (i = 0;i < nummodels;i++)
91 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
95 Mod_Skeletal_FreeBuffers();
98 static void mod_newmap(void)
101 int i, j, k, surfacenum, ssize, tsize;
102 int nummodels = Mem_ExpandableArray_IndexRange(&models);
105 for (i = 0;i < nummodels;i++)
107 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
112 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
113 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116 if (mod->brush.solidskyskinframe)
117 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
118 if (mod->brush.alphaskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
123 if (!cl_stainmaps_clearonload.integer)
126 for (i = 0;i < nummodels;i++)
128 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
135 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
136 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
137 mod->brushq1.lightmapupdateflags[surfacenum] = true;
149 static void Mod_Print(void);
150 static void Mod_Precache (void);
151 static void Mod_Decompile_f(void);
152 static void Mod_GenerateLightmaps_f(void);
155 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
156 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
162 Cvar_RegisterVariable(&r_mipskins);
163 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
164 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
165 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
167 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
168 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
169 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
170 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
171 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
172 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
174 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
175 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
176 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
177 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 void Mod_RenderInit(void)
182 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
185 void Mod_UnloadModel (dp_model_t *mod)
187 char name[MAX_QPATH];
189 dp_model_t *parentmodel;
191 if (developer_loading.integer)
192 Con_Printf("unloading model %s\n", mod->name);
194 strlcpy(name, mod->name, sizeof(name));
195 parentmodel = mod->brush.parentmodel;
199 if (mod->surfmesh.vertexpositionbuffer)
200 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
201 mod->surfmesh.vertexpositionbuffer = NULL;
202 if (mod->surfmesh.vertexmeshbuffer)
203 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
204 mod->surfmesh.vertexmeshbuffer = NULL;
205 if (mod->surfmesh.data_element3i_indexbuffer)
206 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
207 mod->surfmesh.data_element3i_indexbuffer = NULL;
208 if (mod->surfmesh.data_element3s_indexbuffer)
209 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
210 mod->surfmesh.data_element3s_indexbuffer = NULL;
211 if (mod->surfmesh.vbo_vertexbuffer)
212 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
213 mod->surfmesh.vbo_vertexbuffer = NULL;
215 // free textures/memory attached to the model
216 R_FreeTexturePool(&mod->texturepool);
217 Mem_FreePool(&mod->mempool);
218 // clear the struct to make it available
219 memset(mod, 0, sizeof(dp_model_t));
220 // restore the fields we want to preserve
221 strlcpy(mod->name, name, sizeof(mod->name));
222 mod->brush.parentmodel = parentmodel;
227 void R_Model_Null_Draw(entity_render_t *ent)
233 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
235 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
248 if (!COM_ParseToken_Simple(&bufptr, true, false))
250 if (!strcmp(com_token, "\n"))
251 continue; // empty line
252 start = atoi(com_token);
253 if (!COM_ParseToken_Simple(&bufptr, true, false))
255 if (!strcmp(com_token, "\n"))
257 Con_Printf("framegroups file: missing number of frames\n");
260 len = atoi(com_token);
261 if (!COM_ParseToken_Simple(&bufptr, true, false))
263 // we default to looping as it's usually wanted, so to NOT loop you append a 0
264 if (strcmp(com_token, "\n"))
266 fps = atof(com_token);
267 if (!COM_ParseToken_Simple(&bufptr, true, false))
269 if (strcmp(com_token, "\n"))
270 loop = atoi(com_token) != 0;
281 cb(i, start, len, fps, loop, pass);
288 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
290 unsigned int *cnt = (unsigned int *) pass;
294 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
296 dp_model_t *mod = (dp_model_t *) pass;
297 animscene_t *anim = &mod->animscenes[i];
298 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
299 anim->firstframe = bound(0, start, mod->num_poses - 1);
300 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
301 anim->framerate = max(1, fps);
303 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
306 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
311 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
314 Con_Printf("no scene found in framegroups file, aborting\n");
317 mod->numframes = cnt;
320 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
321 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
324 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
327 void Mod_FindPotentialDeforms(dp_model_t *mod)
331 mod->wantnormals = false;
332 mod->wanttangents = false;
333 for (i = 0;i < mod->num_textures;i++)
335 texture = mod->data_textures + i;
336 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
337 mod->wantnormals = true;
338 for (j = 0;j < Q3MAXDEFORMS;j++)
340 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
342 mod->wanttangents = true;
343 mod->wantnormals = true;
346 if (texture->deforms[j].deform != Q3DEFORM_NONE)
347 mod->wantnormals = true;
359 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
364 fs_offset_t filesize;
368 if (mod->name[0] == '*') // submodel
371 if (!strcmp(mod->name, "null"))
376 if (mod->loaded || mod->mempool)
377 Mod_UnloadModel(mod);
379 if (developer_loading.integer)
380 Con_Printf("loading model %s\n", mod->name);
383 mod->crc = (unsigned int)-1;
386 VectorClear(mod->normalmins);
387 VectorClear(mod->normalmaxs);
388 VectorClear(mod->yawmins);
389 VectorClear(mod->yawmaxs);
390 VectorClear(mod->rotatedmins);
391 VectorClear(mod->rotatedmaxs);
393 mod->modeldatatypestring = "null";
394 mod->type = mod_null;
395 mod->Draw = R_Model_Null_Draw;
399 // no fatal errors occurred, so this model is ready to use.
408 // even if the model is loaded it still may need reloading...
410 // if it is not loaded or checkdisk is true we need to calculate the crc
411 if (!mod->loaded || checkdisk)
413 if (checkdisk && mod->loaded)
414 Con_DPrintf("checking model %s\n", mod->name);
415 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
418 crc = CRC_Block((unsigned char *)buf, filesize);
419 // we need to reload the model if the crc does not match
425 // if the model is already loaded and checks passed, just return
433 if (developer_loading.integer)
434 Con_Printf("loading model %s\n", mod->name);
436 SCR_PushLoadingScreen(true, mod->name, 1);
438 // LordHavoc: unload the existing model in this slot (if there is one)
439 if (mod->loaded || mod->mempool)
440 Mod_UnloadModel(mod);
445 // errors can prevent the corresponding mod->loaded = true;
448 // default model radius and bounding box (mainly for missing models)
450 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
451 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
452 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
453 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
454 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
455 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
459 // load q3 shaders for the first time, or after a level change
465 char *bufend = (char *)buf + filesize;
467 // all models use memory, so allocate a memory pool
468 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
470 num = LittleLong(*((int *)buf));
471 // call the apropriate loader
473 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
474 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
475 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
476 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
477 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
478 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
479 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
480 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
481 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
482 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
483 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
484 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
485 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
486 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
489 Mod_FindPotentialDeforms(mod);
491 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
494 Mod_FrameGroupify(mod, (const char *)buf);
502 // LordHavoc: Sys_Error was *ANNOYING*
503 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
506 // no fatal errors occurred, so this model is ready to use.
509 SCR_PopLoadingScreen(false);
514 void Mod_ClearUsed(void)
517 int nummodels = Mem_ExpandableArray_IndexRange(&models);
519 for (i = 0;i < nummodels;i++)
520 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
524 void Mod_PurgeUnused(void)
527 int nummodels = Mem_ExpandableArray_IndexRange(&models);
529 for (i = 0;i < nummodels;i++)
531 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
533 Mod_UnloadModel(mod);
534 Mem_ExpandableArray_FreeRecord(&models, mod);
545 dp_model_t *Mod_FindName(const char *name, const char *parentname)
554 // if we're not dedicatd, the renderer calls will crash without video
557 nummodels = Mem_ExpandableArray_IndexRange(&models);
560 Host_Error ("Mod_ForName: NULL name");
562 // search the currently loaded models
563 for (i = 0;i < nummodels;i++)
565 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
572 // no match found, create a new one
573 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
574 strlcpy(mod->name, name, sizeof(mod->name));
576 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
578 mod->brush.parentmodel = NULL;
588 Loads in a model for the given name
591 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
594 model = Mod_FindName(name, parentname);
595 if (!model->loaded || checkdisk)
596 Mod_LoadModel(model, crash, checkdisk);
604 Reloads all models if they have changed
607 void Mod_Reload(void)
610 int nummodels = Mem_ExpandableArray_IndexRange(&models);
613 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
615 for (i = 0;i < nummodels;i++)
616 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
618 for (i = 0;i < nummodels;i++)
619 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
621 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
622 Mod_LoadModel(mod, true, true);
623 SCR_PopLoadingScreen(false);
625 SCR_PopLoadingScreen(false);
628 unsigned char *mod_base;
631 //=============================================================================
638 static void Mod_Print(void)
641 int nummodels = Mem_ExpandableArray_IndexRange(&models);
644 Con_Print("Loaded models:\n");
645 for (i = 0;i < nummodels;i++)
647 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
649 if (mod->brush.numsubmodels)
650 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
652 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
662 static void Mod_Precache(void)
665 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
667 Con_Print("usage: modelprecache <filename>\n");
670 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
674 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
675 memset(used, 0, numvertices);
676 for (i = 0;i < numelements;i++)
677 used[elements[i]] = 1;
678 for (i = 0, count = 0;i < numvertices;i++)
679 remapvertices[i] = used[i] ? count++ : -1;
685 // fast way, using an edge hash
686 #define TRIANGLEEDGEHASH 8192
687 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
689 int i, j, p, e1, e2, *n, hashindex, count, match;
691 typedef struct edgehashentry_s
693 struct edgehashentry_s *next;
698 static edgehashentry_t **edgehash;
699 edgehashentry_t *edgehashentries, *hash;
702 edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
703 // if there are too many triangles for the stack array, allocate larger buffer
704 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
705 // find neighboring triangles
706 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
708 for (j = 0, p = 2;j < 3;p = j, j++)
712 // this hash index works for both forward and backward edges
713 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
714 hash = edgehashentries + i * 3 + j;
715 hash->next = edgehash[hashindex];
716 edgehash[hashindex] = hash;
718 hash->element[0] = e1;
719 hash->element[1] = e2;
722 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
724 for (j = 0, p = 2;j < 3;p = j, j++)
728 // this hash index works for both forward and backward edges
729 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
732 for (hash = edgehash[hashindex];hash;hash = hash->next)
734 if (hash->element[0] == e2 && hash->element[1] == e1)
736 if (hash->triangle != i)
737 match = hash->triangle;
740 else if ((hash->element[0] == e1 && hash->element[1] == e2))
743 // detect edges shared by three triangles and make them seams
749 // also send a keepalive here (this can take a while too!)
750 CL_KeepaliveMessage(false);
752 // free the allocated buffer
753 Mem_Free(edgehashentries);
757 // very slow but simple way
758 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
763 for (i = 0;i < numtriangles;i++, elements += 3)
765 if ((elements[0] == start && elements[1] == end)
766 || (elements[1] == start && elements[2] == end)
767 || (elements[2] == start && elements[0] == end))
773 else if ((elements[1] == start && elements[0] == end)
774 || (elements[2] == start && elements[1] == end)
775 || (elements[0] == start && elements[2] == end))
778 // detect edges shared by three triangles and make them seams
784 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
788 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
790 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
791 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
792 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
797 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
799 int i, warned = false, endvertex = firstvertex + numverts;
800 for (i = 0;i < numtriangles * 3;i++)
802 if (elements[i] < firstvertex || elements[i] >= endvertex)
807 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
809 elements[i] = firstvertex;
814 // warning: this is an expensive function!
815 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
822 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
823 // process each vertex of each triangle and accumulate the results
824 // use area-averaging, to make triangles with a big area have a bigger
825 // weighting on the vertex normal than triangles with a small area
826 // to do so, just add the 'normals' together (the bigger the area
827 // the greater the length of the normal is
829 for (i = 0; i < numtriangles; i++, element += 3)
832 vertex3f + element[0] * 3,
833 vertex3f + element[1] * 3,
834 vertex3f + element[2] * 3,
839 VectorNormalize(areaNormal);
841 for (j = 0;j < 3;j++)
843 vectorNormal = normal3f + element[j] * 3;
844 vectorNormal[0] += areaNormal[0];
845 vectorNormal[1] += areaNormal[1];
846 vectorNormal[2] += areaNormal[2];
849 // and just normalize the accumulated vertex normal in the end
850 vectorNormal = normal3f + 3 * firstvertex;
851 for (i = 0; i < numvertices; i++, vectorNormal += 3)
852 VectorNormalize(vectorNormal);
855 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
857 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
858 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
859 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
861 // 6 multiply, 9 subtract
862 VectorSubtract(v1, v0, v10);
863 VectorSubtract(v2, v0, v20);
864 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
865 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
866 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
867 // 12 multiply, 10 subtract
868 tc10[1] = tc1[1] - tc0[1];
869 tc20[1] = tc2[1] - tc0[1];
870 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
871 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
872 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
873 tc10[0] = tc1[0] - tc0[0];
874 tc20[0] = tc2[0] - tc0[0];
875 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
876 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
877 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
878 // 12 multiply, 4 add, 6 subtract
879 f = DotProduct(svector3f, normal3f);
880 svector3f[0] -= f * normal3f[0];
881 svector3f[1] -= f * normal3f[1];
882 svector3f[2] -= f * normal3f[2];
883 f = DotProduct(tvector3f, normal3f);
884 tvector3f[0] -= f * normal3f[0];
885 tvector3f[1] -= f * normal3f[1];
886 tvector3f[2] -= f * normal3f[2];
887 // if texture is mapped the wrong way (counterclockwise), the tangents
888 // have to be flipped, this is detected by calculating a normal from the
889 // two tangents, and seeing if it is opposite the surface normal
890 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
891 CrossProduct(tvector3f, svector3f, tangentcross);
892 if (DotProduct(tangentcross, normal3f) < 0)
894 VectorNegate(svector3f, svector3f);
895 VectorNegate(tvector3f, tvector3f);
899 // warning: this is a very expensive function!
900 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
903 float sdir[3], tdir[3], normal[3], *sv, *tv;
904 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
905 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
908 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
909 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
910 // process each vertex of each triangle and accumulate the results
911 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
913 v0 = vertex3f + e[0] * 3;
914 v1 = vertex3f + e[1] * 3;
915 v2 = vertex3f + e[2] * 3;
916 tc0 = texcoord2f + e[0] * 2;
917 tc1 = texcoord2f + e[1] * 2;
918 tc2 = texcoord2f + e[2] * 2;
920 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
921 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
923 // calculate the edge directions and surface normal
924 // 6 multiply, 9 subtract
925 VectorSubtract(v1, v0, v10);
926 VectorSubtract(v2, v0, v20);
927 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
928 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
929 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
931 // calculate the tangents
932 // 12 multiply, 10 subtract
933 tc10[1] = tc1[1] - tc0[1];
934 tc20[1] = tc2[1] - tc0[1];
935 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
936 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
937 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
938 tc10[0] = tc1[0] - tc0[0];
939 tc20[0] = tc2[0] - tc0[0];
940 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
941 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
942 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
944 // if texture is mapped the wrong way (counterclockwise), the tangents
945 // have to be flipped, this is detected by calculating a normal from the
946 // two tangents, and seeing if it is opposite the surface normal
947 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
948 CrossProduct(tdir, sdir, tangentcross);
949 if (DotProduct(tangentcross, normal) < 0)
951 VectorNegate(sdir, sdir);
952 VectorNegate(tdir, tdir);
957 VectorNormalize(sdir);
958 VectorNormalize(tdir);
960 for (i = 0;i < 3;i++)
962 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
963 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
966 // make the tangents completely perpendicular to the surface normal, and
967 // then normalize them
968 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
969 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
971 f = -DotProduct(sv, n);
972 VectorMA(sv, f, n, sv);
974 f = -DotProduct(tv, n);
975 VectorMA(tv, f, n, tv);
980 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
983 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
984 loadmodel->surfmesh.num_vertices = numvertices;
985 loadmodel->surfmesh.num_triangles = numtriangles;
986 if (loadmodel->surfmesh.num_vertices)
988 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
989 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
990 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
991 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
992 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
993 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
995 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
997 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
999 if (loadmodel->surfmesh.num_triangles)
1001 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1003 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1004 if (loadmodel->surfmesh.num_vertices <= 65536)
1005 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1009 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1011 shadowmesh_t *newmesh;
1012 unsigned char *data;
1014 size = sizeof(shadowmesh_t);
1015 size += maxverts * sizeof(float[3]);
1017 size += maxverts * sizeof(float[11]);
1018 size += maxtriangles * sizeof(int[3]);
1019 if (maxverts <= 65536)
1020 size += maxtriangles * sizeof(unsigned short[3]);
1022 size += maxtriangles * sizeof(int[3]);
1024 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1025 data = (unsigned char *)Mem_Alloc(mempool, size);
1026 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1027 newmesh->map_diffuse = map_diffuse;
1028 newmesh->map_specular = map_specular;
1029 newmesh->map_normal = map_normal;
1030 newmesh->maxverts = maxverts;
1031 newmesh->maxtriangles = maxtriangles;
1032 newmesh->numverts = 0;
1033 newmesh->numtriangles = 0;
1034 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1035 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1037 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1040 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1041 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1042 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1043 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1045 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1048 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1052 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1053 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1055 if (maxverts <= 65536)
1056 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1060 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1062 shadowmesh_t *newmesh;
1063 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1064 newmesh->numverts = oldmesh->numverts;
1065 newmesh->numtriangles = oldmesh->numtriangles;
1066 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1067 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1069 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1070 if (newmesh->svector3f && oldmesh->svector3f)
1072 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1073 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1074 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1075 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1077 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1078 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1079 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1083 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1085 int hashindex, vnum;
1086 shadowmeshvertexhash_t *hash;
1087 // this uses prime numbers intentionally
1088 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1089 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1091 vnum = (hash - mesh->vertexhashentries);
1092 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1093 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1094 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1095 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1096 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1097 return hash - mesh->vertexhashentries;
1099 vnum = mesh->numverts++;
1100 hash = mesh->vertexhashentries + vnum;
1101 hash->next = mesh->vertexhashtable[hashindex];
1102 mesh->vertexhashtable[hashindex] = hash;
1103 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1104 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1105 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1106 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1107 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1111 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1113 if (mesh->numtriangles == 0)
1115 // set the properties on this empty mesh to be more favorable...
1116 // (note: this case only occurs for the first triangle added to a new mesh chain)
1117 mesh->map_diffuse = map_diffuse;
1118 mesh->map_specular = map_specular;
1119 mesh->map_normal = map_normal;
1121 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1123 if (mesh->next == NULL)
1124 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1127 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1128 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1129 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1130 mesh->numtriangles++;
1133 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1136 float vbuf[3*14], *v;
1137 memset(vbuf, 0, sizeof(vbuf));
1138 for (i = 0;i < numtris;i++)
1140 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1145 v[0] = vertex3f[e * 3 + 0];
1146 v[1] = vertex3f[e * 3 + 1];
1147 v[2] = vertex3f[e * 3 + 2];
1151 v[3] = svector3f[e * 3 + 0];
1152 v[4] = svector3f[e * 3 + 1];
1153 v[5] = svector3f[e * 3 + 2];
1157 v[6] = tvector3f[e * 3 + 0];
1158 v[7] = tvector3f[e * 3 + 1];
1159 v[8] = tvector3f[e * 3 + 2];
1163 v[9] = normal3f[e * 3 + 0];
1164 v[10] = normal3f[e * 3 + 1];
1165 v[11] = normal3f[e * 3 + 2];
1169 v[12] = texcoord2f[e * 2 + 0];
1170 v[13] = texcoord2f[e * 2 + 1];
1173 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1176 // the triangle calculation can take a while, so let's do a keepalive here
1177 CL_KeepaliveMessage(false);
1180 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1182 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1183 CL_KeepaliveMessage(false);
1185 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1188 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1190 if (!mesh->numverts)
1193 // build r_vertexmesh_t array
1194 // (compressed interleaved array for faster rendering)
1195 if (!mesh->vertexmesh && mesh->texcoord2f)
1198 int numvertices = mesh->numverts;
1199 r_vertexmesh_t *vertexmesh;
1200 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexmesh));
1201 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1203 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1204 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1205 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1206 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1207 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1211 // build r_vertexposition_t array
1212 if (!mesh->vertexposition)
1215 int numvertices = mesh->numverts;
1216 r_vertexposition_t *vertexposition;
1217 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1218 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1219 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1222 // upload r_vertexmesh_t array as a buffer
1223 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1224 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false);
1226 // upload r_vertexposition_t array as a buffer
1227 if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1228 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false);
1230 // upload short indices as a buffer
1231 if (mesh->element3s && !mesh->element3s_indexbuffer)
1232 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false);
1234 // upload int indices as a buffer
1235 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1236 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false);
1238 // vertex buffer is several arrays and we put them in the same buffer
1240 // is this wise? the texcoordtexture2f array is used with dynamic
1241 // vertex/svector/tvector/normal when rendering animated models, on the
1242 // other hand animated models don't use a lot of vertices anyway...
1243 if (!mesh->vbo_vertexbuffer)
1248 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1249 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1250 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1251 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1252 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1253 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1254 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1255 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1256 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1257 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1258 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1259 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false);
1264 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1266 shadowmesh_t *mesh, *newmesh, *nextmesh;
1267 // reallocate meshs to conserve space
1268 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1270 nextmesh = mesh->next;
1271 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1273 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1274 newmesh->next = firstmesh;
1275 firstmesh = newmesh;
1276 if (newmesh->element3s)
1279 for (i = 0;i < newmesh->numtriangles*3;i++)
1280 newmesh->element3s[i] = newmesh->element3i[i];
1283 Mod_ShadowMesh_CreateVBOs(newmesh);
1288 // this can take a while, so let's do a keepalive here
1289 CL_KeepaliveMessage(false);
1294 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1298 vec3_t nmins, nmaxs, ncenter, temp;
1299 float nradius2, dist2, *v;
1303 for (mesh = firstmesh;mesh;mesh = mesh->next)
1305 if (mesh == firstmesh)
1307 VectorCopy(mesh->vertex3f, nmins);
1308 VectorCopy(mesh->vertex3f, nmaxs);
1310 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1312 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1313 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1314 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1317 // calculate center and radius
1318 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1319 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1320 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1322 for (mesh = firstmesh;mesh;mesh = mesh->next)
1324 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1326 VectorSubtract(v, ncenter, temp);
1327 dist2 = DotProduct(temp, temp);
1328 if (nradius2 < dist2)
1334 VectorCopy(nmins, mins);
1336 VectorCopy(nmaxs, maxs);
1338 VectorCopy(ncenter, center);
1340 *radius = sqrt(nradius2);
1343 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1345 shadowmesh_t *nextmesh;
1346 for (;mesh;mesh = nextmesh)
1348 if (mesh->vertexpositionbuffer)
1349 R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1350 if (mesh->vertexmeshbuffer)
1351 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1352 if (mesh->element3i_indexbuffer)
1353 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1354 if (mesh->element3s_indexbuffer)
1355 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1356 if (mesh->vbo_vertexbuffer)
1357 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1358 nextmesh = mesh->next;
1363 void Mod_CreateCollisionMesh(dp_model_t *mod)
1366 int numcollisionmeshtriangles;
1367 const msurface_t *surface;
1368 mempool_t *mempool = mod->mempool;
1369 if (!mempool && mod->brush.parentmodel)
1370 mempool = mod->brush.parentmodel->mempool;
1371 // make a single combined collision mesh for physics engine use
1372 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1373 numcollisionmeshtriangles = 0;
1374 for (k = 0;k < mod->nummodelsurfaces;k++)
1376 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1377 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1379 numcollisionmeshtriangles += surface->num_triangles;
1381 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1382 for (k = 0;k < mod->nummodelsurfaces;k++)
1384 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1385 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1387 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1389 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1392 void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1397 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1398 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1401 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1402 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1403 texcoord2f[0] = tc[0];
1404 texcoord2f[1] = tc[1];
1407 void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1409 float vup[3], vdown[3], vleft[3], vright[3];
1410 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1411 float sv[3], tv[3], nl[3];
1412 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1413 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1414 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1415 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1416 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1417 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1418 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1419 VectorAdd(svector3f, sv, svector3f);
1420 VectorAdd(tvector3f, tv, tvector3f);
1421 VectorAdd(normal3f, nl, normal3f);
1422 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1423 VectorAdd(svector3f, sv, svector3f);
1424 VectorAdd(tvector3f, tv, tvector3f);
1425 VectorAdd(normal3f, nl, normal3f);
1426 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1427 VectorAdd(svector3f, sv, svector3f);
1428 VectorAdd(tvector3f, tv, tvector3f);
1429 VectorAdd(normal3f, nl, normal3f);
1432 void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1434 int x, y, ix, iy, *e;
1436 for (y = 0;y < height;y++)
1438 for (x = 0;x < width;x++)
1440 e[0] = (y + 1) * (width + 1) + (x + 0);
1441 e[1] = (y + 0) * (width + 1) + (x + 0);
1442 e[2] = (y + 1) * (width + 1) + (x + 1);
1443 e[3] = (y + 0) * (width + 1) + (x + 0);
1444 e[4] = (y + 0) * (width + 1) + (x + 1);
1445 e[5] = (y + 1) * (width + 1) + (x + 1);
1449 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1450 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1451 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1452 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1456 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1460 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1461 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1462 float viewvector[3];
1463 unsigned int firstvertex;
1466 if (chunkwidth < 2 || chunkheight < 2)
1468 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1469 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1470 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1471 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1472 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1473 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1475 // too close for this stepsize, emit as 4 chunks instead
1477 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1478 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1479 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1480 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1483 // emit the geometry at stepsize into our vertex buffer / index buffer
1484 // we add two columns and two rows for skirt
1485 outwidth = chunkwidth+2;
1486 outheight = chunkheight+2;
1487 outwidth2 = outwidth-1;
1488 outheight2 = outheight-1;
1489 outwidth3 = outwidth+1;
1490 outheight3 = outheight+1;
1491 firstvertex = numvertices;
1492 e = model->terrain.element3i + numtriangles;
1493 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1494 v = model->terrain.vertex3f + numvertices;
1495 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1496 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1497 for (ty = 0;ty < outheight;ty++)
1499 for (tx = 0;tx < outwidth;tx++)
1501 *e++ = firstvertex + (ty )*outwidth3+(tx );
1502 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1503 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1504 *e++ = firstvertex + (ty )*outwidth3+(tx );
1505 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1506 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1509 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1510 for (ty = 0;ty <= outheight;ty++)
1512 skirtrow = ty == 0 || ty == outheight;
1513 ry = y+bound(1, ty, outheight)*stepsize;
1514 for (tx = 0;tx <= outwidth;tx++)
1516 skirt = skirtrow || tx == 0 || tx == outwidth;
1517 rx = x+bound(1, tx, outwidth)*stepsize;
1520 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1524 // TODO: emit skirt vertices
1527 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1529 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1530 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1531 Mod_Terrain_BuildChunk(model,
1535 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1537 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1538 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1539 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1540 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1541 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1542 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1543 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1544 return Q3WAVEFUNC_NONE;
1547 void Mod_FreeQ3Shaders(void)
1549 Mem_FreePool(&q3shaders_mem);
1552 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1554 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1555 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1556 q3shader_hash_entry_t* lastEntry = NULL;
1557 while (entry != NULL)
1559 if (strcasecmp (entry->shader.name, shader->name) == 0)
1561 unsigned char *start, *end, *start2;
1562 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1563 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1564 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1565 if(memcmp(start, start2, end - start))
1566 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1568 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1572 entry = entry->chain;
1576 if (lastEntry->shader.name[0] != 0)
1579 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1580 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1582 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1583 lastEntry->chain = newEntry;
1584 newEntry->chain = NULL;
1585 lastEntry = newEntry;
1587 /* else: head of chain, in hash entry array */
1590 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1593 extern cvar_t r_picmipworld;
1594 extern cvar_t mod_q3shader_default_offsetmapping;
1595 void Mod_LoadQ3Shaders(void)
1602 q3shaderinfo_t shader;
1603 q3shaderinfo_layer_t *layer;
1605 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1607 Mod_FreeQ3Shaders();
1609 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1610 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1611 sizeof (q3shader_data_t));
1612 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1613 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1614 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1615 q3shaders_mem, sizeof (char**), 256);
1617 search = FS_Search("scripts/*.shader", true, false);
1620 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1622 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1625 while (COM_ParseToken_QuakeC(&text, false))
1627 memset (&shader, 0, sizeof(shader));
1628 shader.reflectmin = 0;
1629 shader.reflectmax = 1;
1630 shader.refractfactor = 1;
1631 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1632 shader.reflectfactor = 1;
1633 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1634 shader.r_water_wateralpha = 1;
1635 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1636 shader.offsetscale = 1;
1637 shader.specularscalemod = 1;
1638 shader.specularpowermod = 1;
1640 strlcpy(shader.name, com_token, sizeof(shader.name));
1641 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1643 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1646 while (COM_ParseToken_QuakeC(&text, false))
1648 if (!strcasecmp(com_token, "}"))
1650 if (!strcasecmp(com_token, "{"))
1652 static q3shaderinfo_layer_t dummy;
1653 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1655 layer = shader.layers + shader.numlayers++;
1659 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1660 memset(&dummy, 0, sizeof(dummy));
1663 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1664 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1665 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1666 layer->blendfunc[0] = GL_ONE;
1667 layer->blendfunc[1] = GL_ZERO;
1668 while (COM_ParseToken_QuakeC(&text, false))
1670 if (!strcasecmp(com_token, "}"))
1672 if (!strcasecmp(com_token, "\n"))
1675 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1677 if (j < TEXTURE_MAXFRAMES + 4)
1679 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1680 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1681 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1683 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1684 numparameters = j + 1;
1686 if (!COM_ParseToken_QuakeC(&text, true))
1689 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1690 // parameter[j][0] = 0;
1691 if (developer_insane.integer)
1693 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1694 for (j = 0;j < numparameters;j++)
1695 Con_DPrintf(" %s", parameter[j]);
1698 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1700 if (numparameters == 2)
1702 if (!strcasecmp(parameter[1], "add"))
1704 layer->blendfunc[0] = GL_ONE;
1705 layer->blendfunc[1] = GL_ONE;
1707 else if (!strcasecmp(parameter[1], "filter"))
1709 layer->blendfunc[0] = GL_DST_COLOR;
1710 layer->blendfunc[1] = GL_ZERO;
1712 else if (!strcasecmp(parameter[1], "blend"))
1714 layer->blendfunc[0] = GL_SRC_ALPHA;
1715 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1718 else if (numparameters == 3)
1721 for (k = 0;k < 2;k++)
1723 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1724 layer->blendfunc[k] = GL_ONE;
1725 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1726 layer->blendfunc[k] = GL_ZERO;
1727 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1728 layer->blendfunc[k] = GL_SRC_COLOR;
1729 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1730 layer->blendfunc[k] = GL_SRC_ALPHA;
1731 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1732 layer->blendfunc[k] = GL_DST_COLOR;
1733 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1734 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1735 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1736 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1737 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1738 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1739 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1740 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1741 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1742 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1744 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1748 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1749 layer->alphatest = true;
1750 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1752 if (!strcasecmp(parameter[0], "clampmap"))
1753 layer->clampmap = true;
1754 layer->numframes = 1;
1755 layer->framerate = 1;
1756 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1757 &q3shader_data->char_ptrs);
1758 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1759 if (!strcasecmp(parameter[1], "$lightmap"))
1760 shader.lighting = true;
1762 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1765 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1766 layer->framerate = atof(parameter[1]);
1767 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1768 for (i = 0;i < layer->numframes;i++)
1769 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1771 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1774 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1775 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1776 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1777 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1778 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1779 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1780 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1781 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1782 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1783 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1784 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1785 else if (!strcasecmp(parameter[1], "wave"))
1787 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1788 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1789 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1790 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1792 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1794 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1797 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1798 layer->alphagen.parms[i] = atof(parameter[i+2]);
1799 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1800 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1801 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1802 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1803 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1804 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1805 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1806 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1807 else if (!strcasecmp(parameter[1], "wave"))
1809 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1810 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1811 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1812 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1814 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1816 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1819 // observed values: tcgen environment
1820 // no other values have been observed in real shaders
1821 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1822 layer->tcgen.parms[i] = atof(parameter[i+2]);
1823 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1824 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1825 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1826 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1827 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1828 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1830 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1837 // tcmod stretch sin # # # #
1838 // tcmod stretch triangle # # # #
1839 // tcmod transform # # # # # #
1840 // tcmod turb # # # #
1841 // tcmod turb sin # # # # (this is bogus)
1842 // no other values have been observed in real shaders
1843 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1844 if (!layer->tcmods[tcmodindex].tcmod)
1846 if (tcmodindex < Q3MAXTCMODS)
1848 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1849 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1850 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1851 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1852 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1853 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1854 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1855 else if (!strcasecmp(parameter[1], "stretch"))
1857 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1858 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1859 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1860 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1862 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1863 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1864 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1867 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1869 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1870 if (!strcasecmp(com_token, "}"))
1873 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1874 shader.lighting = true;
1875 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1877 if (layer == shader.layers + 0)
1879 // vertex controlled transparency
1880 shader.vertexalpha = true;
1884 // multilayer terrain shader or similar
1885 shader.textureblendalpha = true;
1888 layer->texflags = TEXF_ALPHA;
1889 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1890 layer->texflags |= TEXF_MIPMAP;
1891 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1892 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1893 if (layer->clampmap)
1894 layer->texflags |= TEXF_CLAMP;
1898 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1900 if (j < TEXTURE_MAXFRAMES + 4)
1902 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1903 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1904 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1906 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1907 numparameters = j + 1;
1909 if (!COM_ParseToken_QuakeC(&text, true))
1912 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1913 // parameter[j][0] = 0;
1914 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1916 if (developer_insane.integer)
1918 Con_DPrintf("%s: ", shader.name);
1919 for (j = 0;j < numparameters;j++)
1920 Con_DPrintf(" %s", parameter[j]);
1923 if (numparameters < 1)
1925 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1927 if (!strcasecmp(parameter[1], "alphashadow"))
1928 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1929 else if (!strcasecmp(parameter[1], "areaportal"))
1930 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1931 else if (!strcasecmp(parameter[1], "botclip"))
1932 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1933 else if (!strcasecmp(parameter[1], "clusterportal"))
1934 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1935 else if (!strcasecmp(parameter[1], "detail"))
1936 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1937 else if (!strcasecmp(parameter[1], "donotenter"))
1938 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1939 else if (!strcasecmp(parameter[1], "dust"))
1940 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1941 else if (!strcasecmp(parameter[1], "hint"))
1942 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1943 else if (!strcasecmp(parameter[1], "fog"))
1944 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1945 else if (!strcasecmp(parameter[1], "lava"))
1946 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1947 else if (!strcasecmp(parameter[1], "lightfilter"))
1948 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1949 else if (!strcasecmp(parameter[1], "lightgrid"))
1950 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1951 else if (!strcasecmp(parameter[1], "metalsteps"))
1952 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1953 else if (!strcasecmp(parameter[1], "nodamage"))
1954 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1955 else if (!strcasecmp(parameter[1], "nodlight"))
1956 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1957 else if (!strcasecmp(parameter[1], "nodraw"))
1958 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1959 else if (!strcasecmp(parameter[1], "nodrop"))
1960 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1961 else if (!strcasecmp(parameter[1], "noimpact"))
1962 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1963 else if (!strcasecmp(parameter[1], "nolightmap"))
1964 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1965 else if (!strcasecmp(parameter[1], "nomarks"))
1966 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1967 else if (!strcasecmp(parameter[1], "nomipmaps"))
1968 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1969 else if (!strcasecmp(parameter[1], "nonsolid"))
1970 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1971 else if (!strcasecmp(parameter[1], "origin"))
1972 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1973 else if (!strcasecmp(parameter[1], "playerclip"))
1974 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1975 else if (!strcasecmp(parameter[1], "sky"))
1976 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1977 else if (!strcasecmp(parameter[1], "slick"))
1978 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1979 else if (!strcasecmp(parameter[1], "slime"))
1980 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1981 else if (!strcasecmp(parameter[1], "structural"))
1982 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1983 else if (!strcasecmp(parameter[1], "trans"))
1984 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1985 else if (!strcasecmp(parameter[1], "water"))
1986 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1987 else if (!strcasecmp(parameter[1], "pointlight"))
1988 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1989 else if (!strcasecmp(parameter[1], "antiportal"))
1990 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1992 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1994 else if (!strcasecmp(parameter[0], "dpshadow"))
1995 shader.dpshadow = true;
1996 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1997 shader.dpnoshadow = true;
1998 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1999 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2000 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2001 shader.dpmeshcollisions = true;
2002 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2004 // some q3 skies don't have the sky parm set
2005 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2006 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2008 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2010 // some q3 skies don't have the sky parm set
2011 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2012 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2013 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2015 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2017 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2018 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2020 else if (!strcasecmp(parameter[0], "nomipmaps"))
2021 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2022 else if (!strcasecmp(parameter[0], "nopicmip"))
2023 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2024 else if (!strcasecmp(parameter[0], "polygonoffset"))
2025 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2026 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2028 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2029 shader.refractfactor = atof(parameter[1]);
2030 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2032 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2034 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2035 shader.reflectfactor = atof(parameter[1]);
2036 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2038 else if (!strcasecmp(parameter[0], "dpcamera"))
2040 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2042 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2044 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2045 shader.reflectmin = atof(parameter[1]);
2046 shader.reflectmax = atof(parameter[2]);
2047 shader.refractfactor = atof(parameter[3]);
2048 shader.reflectfactor = atof(parameter[4]);
2049 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2050 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2051 shader.r_water_wateralpha = atof(parameter[11]);
2053 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2055 shader.specularscalemod = atof(parameter[1]);
2057 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2059 shader.specularpowermod = atof(parameter[1]);
2061 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2063 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2064 shader.offsetmapping = OFFSETMAPPING_OFF;
2065 else if (!strcasecmp(parameter[1], "default"))
2066 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2067 else if (!strcasecmp(parameter[1], "linear"))
2068 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2069 else if (!strcasecmp(parameter[1], "relief"))
2070 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2071 shader.offsetscale = atof(parameter[2]);
2073 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2076 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2077 if (!shader.deforms[deformindex].deform)
2079 if (deformindex < Q3MAXDEFORMS)
2081 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2082 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2083 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2084 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2085 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2086 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2087 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2088 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2089 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2090 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2091 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2092 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2093 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2094 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2095 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2096 else if (!strcasecmp(parameter[1], "wave" ))
2098 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2099 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2100 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2101 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2103 else if (!strcasecmp(parameter[1], "move" ))
2105 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2106 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2107 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2108 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2113 // pick the primary layer to render with
2114 if (shader.numlayers)
2116 shader.backgroundlayer = -1;
2117 shader.primarylayer = 0;
2118 // if lightmap comes first this is definitely an ordinary texture
2119 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2120 if ((shader.layers[shader.primarylayer].texturename != NULL)
2121 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2123 shader.backgroundlayer = -1;
2124 shader.primarylayer = 1;
2126 else if (shader.numlayers >= 2
2127 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2128 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2129 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2130 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2132 // terrain blending or other effects
2133 shader.backgroundlayer = 0;
2134 shader.primarylayer = 1;
2137 // fix up multiple reflection types
2138 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2139 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2141 Q3Shader_AddToHash (&shader);
2145 FS_FreeSearch(search);
2148 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2150 unsigned short hash;
2151 q3shader_hash_entry_t* entry;
2153 Mod_LoadQ3Shaders();
2154 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2155 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2156 while (entry != NULL)
2158 if (strcasecmp (entry->shader.name, name) == 0)
2159 return &entry->shader;
2160 entry = entry->chain;
2165 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2169 qboolean success = true;
2170 q3shaderinfo_t *shader;
2173 strlcpy(texture->name, name, sizeof(texture->name));
2174 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2177 if(!(defaulttexflags & TEXF_PICMIP))
2178 texflagsmask &= ~TEXF_PICMIP;
2179 if(!(defaulttexflags & TEXF_COMPRESS))
2180 texflagsmask &= ~TEXF_COMPRESS;
2181 // unless later loaded from the shader
2182 texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2183 texture->offsetscale = 1;
2184 texture->specularscalemod = 1;
2185 texture->specularpowermod = 1;
2186 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2187 // HERE, AND Q1BSP LOADING
2188 // JUST GREP FOR "specularscalemod = 1".
2192 if (developer_loading.integer)
2193 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2194 texture->surfaceparms = shader->surfaceparms;
2196 // allow disabling of picmip or compression by defaulttexflags
2197 texture->textureflags = shader->textureflags & texflagsmask;
2199 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2201 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2202 if (shader->skyboxname[0])
2204 // quake3 seems to append a _ to the skybox name, so this must do so as well
2205 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2208 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2209 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2211 texture->basematerialflags = MATERIALFLAG_WALL;
2213 if (shader->layers[0].alphatest)
2214 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2215 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2216 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2217 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2218 texture->biaspolygonoffset -= 2;
2219 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2220 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2221 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2222 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2223 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2224 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2225 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2226 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2227 texture->customblendfunc[0] = GL_ONE;
2228 texture->customblendfunc[1] = GL_ZERO;
2229 if (shader->numlayers > 0)
2231 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2232 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2234 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2235 * additive GL_ONE GL_ONE
2236 additive weird GL_ONE GL_SRC_ALPHA
2237 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2238 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2239 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2240 brighten GL_DST_COLOR GL_ONE
2241 brighten GL_ONE GL_SRC_COLOR
2242 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2243 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2244 * modulate GL_DST_COLOR GL_ZERO
2245 * modulate GL_ZERO GL_SRC_COLOR
2246 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2247 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2248 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2249 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2250 * no blend GL_ONE GL_ZERO
2251 nothing GL_ZERO GL_ONE
2253 // if not opaque, figure out what blendfunc to use
2254 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2256 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2257 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2258 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2259 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2260 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2261 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2263 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2266 if (!shader->lighting)
2267 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2268 if (shader->primarylayer >= 0)
2270 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2271 // copy over many primarylayer parameters
2272 texture->rgbgen = primarylayer->rgbgen;
2273 texture->alphagen = primarylayer->alphagen;
2274 texture->tcgen = primarylayer->tcgen;
2275 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2276 // load the textures
2277 texture->numskinframes = primarylayer->numframes;
2278 texture->skinframerate = primarylayer->framerate;
2279 for (j = 0;j < primarylayer->numframes;j++)
2281 if(cls.state == ca_dedicated)
2283 texture->skinframes[j] = NULL;
2285 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2287 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2288 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2292 if (shader->backgroundlayer >= 0)
2294 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2295 // copy over one secondarylayer parameter
2296 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2297 // load the textures
2298 texture->backgroundnumskinframes = backgroundlayer->numframes;
2299 texture->backgroundskinframerate = backgroundlayer->framerate;
2300 for (j = 0;j < backgroundlayer->numframes;j++)
2302 if(cls.state == ca_dedicated)
2304 texture->skinframes[j] = NULL;
2306 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2308 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2309 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2313 if (shader->dpshadow)
2314 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2315 if (shader->dpnoshadow)
2316 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2317 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2318 texture->reflectmin = shader->reflectmin;
2319 texture->reflectmax = shader->reflectmax;
2320 texture->refractfactor = shader->refractfactor;
2321 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2322 texture->reflectfactor = shader->reflectfactor;
2323 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2324 texture->r_water_wateralpha = shader->r_water_wateralpha;
2325 texture->offsetmapping = shader->offsetmapping;
2326 texture->offsetscale = shader->offsetscale;
2327 texture->specularscalemod = shader->specularscalemod;
2328 texture->specularpowermod = shader->specularpowermod;
2329 if (shader->dpreflectcube[0])
2330 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2332 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2333 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2334 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2335 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2336 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2337 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2338 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2339 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2340 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2342 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2343 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2344 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2345 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2346 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2347 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2348 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2349 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2350 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2351 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2352 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2353 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2354 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2355 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2356 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2357 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2358 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2359 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2360 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2361 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2362 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2363 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2364 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2365 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2366 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2367 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2368 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2369 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2370 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2371 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2372 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2373 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2375 if (shader->dpmeshcollisions)
2376 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2378 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2380 if (developer_extra.integer)
2381 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2382 texture->surfaceparms = 0;
2383 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2385 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2387 if (developer_extra.integer)
2388 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2389 texture->surfaceparms = 0;
2390 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2391 texture->supercontents = SUPERCONTENTS_SOLID;
2395 if (developer_extra.integer)
2396 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2397 texture->surfaceparms = 0;
2398 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2400 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2401 texture->supercontents = SUPERCONTENTS_SOLID;
2403 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2405 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2406 texture->supercontents = SUPERCONTENTS_SKY;
2410 texture->basematerialflags |= MATERIALFLAG_WALL;
2411 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2413 texture->numskinframes = 1;
2414 if(cls.state == ca_dedicated)
2416 texture->skinframes[0] = NULL;
2422 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2424 if(texture->skinframes[0]->hasalpha)
2425 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2432 if (!success && warnmissing)
2433 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2436 // init the animation variables
2437 texture->currentframe = texture;
2438 if (texture->numskinframes < 1)
2439 texture->numskinframes = 1;
2440 if (!texture->skinframes[0])
2441 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2442 texture->currentskinframe = texture->skinframes[0];
2443 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2447 skinfile_t *Mod_LoadSkinFiles(void)
2449 int i, words, line, wordsoverflow;
2452 skinfile_t *skinfile = NULL, *first = NULL;
2453 skinfileitem_t *skinfileitem;
2454 char word[10][MAX_QPATH];
2458 U_bodyBox,models/players/Legoman/BikerA2.tga
2459 U_RArm,models/players/Legoman/BikerA1.tga
2460 U_LArm,models/players/Legoman/BikerA1.tga
2461 U_armor,common/nodraw
2462 U_sword,common/nodraw
2463 U_shield,common/nodraw
2464 U_homb,common/nodraw
2465 U_backpack,common/nodraw
2466 U_colcha,common/nodraw
2471 memset(word, 0, sizeof(word));
2472 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2474 // If it's the first file we parse
2475 if (skinfile == NULL)
2477 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2482 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2483 skinfile = skinfile->next;
2485 skinfile->next = NULL;
2487 for(line = 0;;line++)
2490 if (!COM_ParseToken_QuakeC(&data, true))
2492 if (!strcmp(com_token, "\n"))
2495 wordsoverflow = false;
2499 strlcpy(word[words++], com_token, sizeof (word[0]));
2501 wordsoverflow = true;
2503 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2506 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2509 // words is always >= 1
2510 if (!strcmp(word[0], "replace"))
2514 if (developer_loading.integer)
2515 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2516 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2517 skinfileitem->next = skinfile->items;
2518 skinfile->items = skinfileitem;
2519 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2520 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2523 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2525 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2527 // tag name, like "tag_weapon,"
2528 // not used for anything (not even in Quake3)
2530 else if (words >= 2 && !strcmp(word[1], ","))
2532 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2533 if (developer_loading.integer)
2534 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2535 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2536 skinfileitem->next = skinfile->items;
2537 skinfile->items = skinfileitem;
2538 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2539 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2542 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2547 loadmodel->numskins = i;
2551 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2554 skinfileitem_t *skinfileitem, *nextitem;
2555 for (;skinfile;skinfile = next)
2557 next = skinfile->next;
2558 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2560 nextitem = skinfileitem->next;
2561 Mem_Free(skinfileitem);
2567 int Mod_CountSkinFiles(skinfile_t *skinfile)
2570 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2574 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2577 double isnap = 1.0 / snap;
2578 for (i = 0;i < numvertices*numcomponents;i++)
2579 vertices[i] = floor(vertices[i]*isnap)*snap;
2582 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2584 int i, outtriangles;
2585 float edgedir1[3], edgedir2[3], temp[3];
2586 // a degenerate triangle is one with no width (thickness, surface area)
2587 // these are characterized by having all 3 points colinear (along a line)
2588 // or having two points identical
2589 // the simplest check is to calculate the triangle's area
2590 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2592 // calculate first edge
2593 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2594 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2595 CrossProduct(edgedir1, edgedir2, temp);
2596 if (VectorLength2(temp) < 0.001f)
2597 continue; // degenerate triangle (no area)
2598 // valid triangle (has area)
2599 VectorCopy(inelement3i, outelement3i);
2603 return outtriangles;
2606 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2609 int firstvertex, lastvertex;
2610 if (numelements > 0 && elements)
2612 firstvertex = lastvertex = elements[0];
2613 for (i = 1;i < numelements;i++)
2616 firstvertex = min(firstvertex, e);
2617 lastvertex = max(lastvertex, e);
2621 firstvertex = lastvertex = 0;
2622 if (firstvertexpointer)
2623 *firstvertexpointer = firstvertex;
2624 if (lastvertexpointer)
2625 *lastvertexpointer = lastvertex;
2628 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2630 // make an optimal set of texture-sorted batches to draw...
2632 int *firstsurfacefortexture;
2633 int *numsurfacesfortexture;
2634 if (!mod->sortedmodelsurfaces)
2635 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2636 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2637 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2638 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2639 for (j = 0;j < mod->nummodelsurfaces;j++)
2641 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2642 int t = (int)(surface->texture - mod->data_textures);
2643 numsurfacesfortexture[t]++;
2646 for (t = 0;t < mod->num_textures;t++)
2648 firstsurfacefortexture[t] = j;
2649 j += numsurfacesfortexture[t];
2651 for (j = 0;j < mod->nummodelsurfaces;j++)
2653 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2654 int t = (int)(surface->texture - mod->data_textures);
2655 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2657 Mem_Free(firstsurfacefortexture);
2658 Mem_Free(numsurfacesfortexture);
2661 void Mod_BuildVBOs(void)
2663 if (!loadmodel->surfmesh.num_vertices)
2666 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2669 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2671 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2673 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2674 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2679 // build r_vertexmesh_t array
2680 // (compressed interleaved array for faster rendering)
2681 if (!loadmodel->surfmesh.vertexmesh)
2684 int numvertices = loadmodel->surfmesh.num_vertices;
2685 r_vertexmesh_t *vertexmesh;
2686 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2687 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2689 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2690 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2691 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2692 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2693 if (loadmodel->surfmesh.data_lightmapcolor4f)
2694 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2695 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2696 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2697 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2701 // build r_vertexposition_t array
2702 if (!loadmodel->surfmesh.vertexposition)
2705 int numvertices = loadmodel->surfmesh.num_vertices;
2706 r_vertexposition_t *vertexposition;
2707 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2708 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2709 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2712 // upload r_vertexmesh_t array as a buffer
2713 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2714 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false);
2716 // upload r_vertexposition_t array as a buffer
2717 if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2718 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false);
2720 // upload short indices as a buffer
2721 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2722 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false);
2724 // upload int indices as a buffer
2725 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2726 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false);
2728 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2729 // vertex buffer is several arrays and we put them in the same buffer
2731 // is this wise? the texcoordtexture2f array is used with dynamic
2732 // vertex/svector/tvector/normal when rendering animated models, on the
2733 // other hand animated models don't use a lot of vertices anyway...
2734 if (!loadmodel->surfmesh.vbo_vertexbuffer)
2739 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2740 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2741 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2742 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2743 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2744 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2745 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2746 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2747 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2748 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2749 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2750 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2751 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2752 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2753 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2754 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false);
2759 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2761 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2763 const char *texname;
2765 const float *v, *vn, *vt;
2767 size_t outbufferpos = 0;
2768 size_t outbuffermax = 0x100000;
2769 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2770 const msurface_t *surface;
2771 const int maxtextures = 256;
2772 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2774 // construct the mtllib file
2775 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2778 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2781 countvertices += surface->num_vertices;
2782 countfaces += surface->num_triangles;
2783 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2784 for (textureindex = 0;textureindex < counttextures;textureindex++)
2785 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2787 if (textureindex < counttextures)
2788 continue; // already wrote this material entry
2789 if (textureindex >= maxtextures)
2790 continue; // just a precaution
2791 textureindex = counttextures++;
2792 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2793 if (outbufferpos >= outbuffermax >> 1)
2796 oldbuffer = outbuffer;
2797 outbuffer = (char *) Z_Malloc(outbuffermax);
2798 memcpy(outbuffer, oldbuffer, outbufferpos);
2801 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2806 // write the mtllib file
2807 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2810 // construct the obj file
2811 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2814 for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2816 if (outbufferpos >= outbuffermax >> 1)
2819 oldbuffer = outbuffer;
2820 outbuffer = (char *) Z_Malloc(outbuffermax);
2821 memcpy(outbuffer, oldbuffer, outbufferpos);
2824 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], -v[1], vn[0], vn[2], -vn[1], vt[0], 1-vt[1]);
2828 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2830 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2833 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2835 if (outbufferpos >= outbuffermax >> 1)
2838 oldbuffer = outbuffer;
2839 outbuffer = (char *) Z_Malloc(outbuffermax);
2840 memcpy(outbuffer, oldbuffer, outbufferpos);
2846 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
2852 // write the obj file
2853 FS_WriteFile(filename, outbuffer, outbufferpos);
2857 Z_Free(texturenames);
2860 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2863 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2865 int countnodes = 0, counttriangles = 0, countframes = 0;
2873 size_t outbufferpos = 0;
2874 size_t outbuffermax = 0x100000;
2875 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2876 const msurface_t *surface;
2877 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2880 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2882 if (outbufferpos >= outbuffermax >> 1)
2885 oldbuffer = outbuffer;
2886 outbuffer = (char *) Z_Malloc(outbuffermax);
2887 memcpy(outbuffer, oldbuffer, outbufferpos);
2891 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2895 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2898 for (poseindex = 0;poseindex < numposes;poseindex++)
2901 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2904 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2908 matrix4x4_t posematrix;
2909 if (outbufferpos >= outbuffermax >> 1)
2912 oldbuffer = outbuffer;
2913 outbuffer = (char *) Z_Malloc(outbuffermax);
2914 memcpy(outbuffer, oldbuffer, outbufferpos);
2918 // strangely the smd angles are for a transposed matrix, so we
2919 // have to generate a transposed matrix, then convert that...
2920 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2921 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2922 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2923 if (angles[0] >= 180) angles[0] -= 360;
2924 if (angles[1] >= 180) angles[1] -= 360;
2925 if (angles[2] >= 180) angles[2] -= 360;
2929 float a = DEG2RAD(angles[ROLL]);
2930 float b = DEG2RAD(angles[PITCH]);
2931 float c = DEG2RAD(angles[YAW]);
2932 float cy, sy, cp, sp, cr, sr;
2934 // smd matrix construction, for comparing
2945 test[1][0] = sr*sp*cy+cr*-sy;
2946 test[1][1] = sr*sp*sy+cr*cy;
2948 test[2][0] = (cr*sp*cy+-sr*-sy);
2949 test[2][1] = (cr*sp*sy+-sr*cy);
2951 test[3][0] = pose[9];
2952 test[3][1] = pose[10];
2953 test[3][2] = pose[11];
2956 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2961 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2966 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2969 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2971 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2974 if (outbufferpos >= outbuffermax >> 1)
2977 oldbuffer = outbuffer;
2978 outbuffer = (char *) Z_Malloc(outbuffermax);
2979 memcpy(outbuffer, oldbuffer, outbufferpos);
2982 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2985 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2987 const int index = e[2-cornerindex];
2988 const float *v = model->surfmesh.data_vertex3f + index * 3;
2989 const float *vn = model->surfmesh.data_normal3f + index * 3;
2990 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2991 const int b = model->surfmesh.blends[index];
2992 if (b < model->num_bones)
2993 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
2996 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
2997 const unsigned char *wi = w->index;
2998 const unsigned char *wf = w->influence;
2999 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3000 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3001 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3002 else l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3009 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3014 FS_WriteFile(filename, outbuffer, outbufferpos);
3017 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3024 decompiles a model to editable files
3027 static void Mod_Decompile_f(void)
3029 int i, j, k, l, first, count;
3031 char inname[MAX_QPATH];
3032 char outname[MAX_QPATH];
3033 char mtlname[MAX_QPATH];
3034 char basename[MAX_QPATH];
3035 char animname[MAX_QPATH];
3036 char animname2[MAX_QPATH];
3037 char zymtextbuffer[16384];
3038 char dpmtextbuffer[16384];
3039 char framegroupstextbuffer[16384];
3040 int zymtextsize = 0;
3041 int dpmtextsize = 0;
3042 int framegroupstextsize = 0;
3044 if (Cmd_Argc() != 2)
3046 Con_Print("usage: modeldecompile <filename>\n");
3050 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3051 FS_StripExtension(inname, basename, sizeof(basename));
3053 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3054 if (mod->brush.submodel)
3056 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3057 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3058 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3063 Con_Print("No such model\n");
3066 if (!mod->surfmesh.num_triangles)
3068 Con_Print("Empty model (or sprite)\n");
3072 // export OBJ if possible (not on sprites)
3073 if (mod->surfmesh.num_triangles)
3075 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3076 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3077 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3080 // export SMD if possible (only for skeletal models)
3081 if (mod->surfmesh.num_triangles && mod->num_bones)
3083 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3084 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3085 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3086 if (l > 0) zymtextsize += l;
3087 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3088 if (l > 0) dpmtextsize += l;
3089 for (i = 0;i < mod->numframes;i = j)
3091 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3092 first = mod->animscenes[i].firstframe;
3093 if (mod->animscenes[i].framecount > 1)
3096 count = mod->animscenes[i].framecount;
3102 // check for additional frames with same name
3103 for (l = 0, k = strlen(animname);animname[l];l++)
3104 if(animname[l] < '0' || animname[l] > '9')
3106 if(k > 0 && animname[k-1] == '_')
3109 count = mod->num_poses - first;
3110 for (j = i + 1;j < mod->numframes;j++)
3112 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3113 for (l = 0, k = strlen(animname2);animname2[l];l++)
3114 if(animname2[l] < '0' || animname2[l] > '9')
3116 if(k > 0 && animname[k-1] == '_')
3119 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3121 count = mod->animscenes[j].firstframe - first;
3125 // if it's only one frame, use the original frame name
3127 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3130 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3131 Mod_Decompile_SMD(mod, outname, first, count, false);
3132 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3134 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3135 if (l > 0) zymtextsize += l;
3137 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3139 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3140 if (l > 0) dpmtextsize += l;
3142 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3144 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3145 if (l > 0) framegroupstextsize += l;
3149 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3151 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3152 if (framegroupstextsize)
3153 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3157 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3160 memset(state, 0, sizeof(*state));
3161 state->width = width;
3162 state->height = height;
3163 state->currentY = 0;
3164 state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3165 for (y = 0;y < state->height;y++)
3167 state->rows[y].currentX = 0;
3168 state->rows[y].rowY = -1;
3172 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3175 state->currentY = 0;
3176 for (y = 0;y < state->height;y++)
3178 state->rows[y].currentX = 0;
3179 state->rows[y].rowY = -1;
3183 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3186 Mem_Free(state->rows);
3187 memset(state, 0, sizeof(*state));
3190 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3192 mod_alloclightmap_row_t *row;
3195 row = state->rows + blockheight;
3196 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3198 if (state->currentY + blockheight <= state->height)
3200 // use the current allocation position
3201 row->rowY = state->currentY;
3203 state->currentY += blockheight;
3207 // find another position
3208 for (y = blockheight;y < state->height;y++)
3210 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3212 row = state->rows + y;
3216 if (y == state->height)
3221 *outx = row->currentX;
3222 row->currentX += blockwidth;
3227 typedef struct lightmapsample_s
3231 float *vertex_color;
3232 unsigned char *lm_bgr;
3233 unsigned char *lm_dir;
3237 typedef struct lightmapvertex_s
3242 float texcoordbase[2];
3243 float texcoordlightmap[2];
3244 float lightcolor[4];
3248 typedef struct lightmaptriangle_s
3256 // 2D modelspace coordinates of min corner
3257 // snapped to lightmap grid but not in grid coordinates
3259 // 2D modelspace to lightmap coordinate scale
3267 typedef struct lightmaplight_s
3278 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3280 #define MAX_LIGHTMAPSAMPLES 64
3281 static int mod_generatelightmaps_numoffsets[3];
3282 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3284 static int mod_generatelightmaps_numlights;
3285 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3287 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3288 extern cvar_t r_shadow_lightattenuationdividebias;
3289 extern cvar_t r_shadow_lightattenuationlinearscale;
3291 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3296 float relativepoint[3];
3303 float lightorigin[3];
3307 float lightcolor[3];
3309 for (i = 0;i < 5*3;i++)
3311 for (index = 0;;index++)
3313 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3318 lightradius2 = lightradius * lightradius;
3319 VectorSubtract(lightorigin, pos, relativepoint);
3320 dist2 = VectorLength2(relativepoint);
3321 if (dist2 >= lightradius2)
3323 lightiradius = 1.0f / lightradius;
3324 dist = sqrt(dist2) * lightiradius;
3325 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3328 if (model && model->TraceLine)
3330 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3331 if (trace.fraction < 1)
3334 // scale down intensity to add to both ambient and diffuse
3335 //intensity *= 0.5f;
3336 VectorNormalize(relativepoint);
3337 VectorScale(lightcolor, intensity, color);
3338 VectorMA(sample , 0.5f , color, sample );
3339 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3340 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3341 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3342 // calculate a weighted average light direction as well
3343 intensity *= VectorLength(color);
3344 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3346 // calculate the direction we'll use to reduce the sample to a directional light source
3347 VectorCopy(sample + 12, dir);
3348 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3349 VectorNormalize(dir);
3350 // extract the diffuse color along the chosen direction and scale it
3351 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3352 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3353 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3354 // subtract some of diffuse from ambient
3355 VectorMA(sample, -0.333f, diffuse, ambient);
3356 // store the normalized lightdir
3357 VectorCopy(dir, lightdir);
3360 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3364 const msurface_t *surface;
3365 const float *vertex3f = model->surfmesh.data_vertex3f;
3366 const int *element3i = model->surfmesh.data_element3i;
3369 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3371 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3373 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3375 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3377 VectorCopy(vertex3f + 3*e[0], v2[0]);
3378 VectorCopy(vertex3f + 3*e[1], v2[1]);
3379 VectorCopy(vertex3f + 3*e[2], v2[2]);
3380 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3385 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3387 int maxnodes = 1<<14;
3388 svbsp_node_t *nodes;
3393 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3394 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3395 VectorCopy(lightinfo->origin, origin);
3396 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3399 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3400 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3401 if (svbsp.ranoutofnodes)
3404 if (maxnodes >= 1<<22)
3410 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3415 if (svbsp.numnodes > 0)
3417 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3418 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3419 lightinfo->svbsp = svbsp;
3424 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3428 lightmaplight_t *lightinfo;
3432 mod_generatelightmaps_numlights = 0;
3433 for (index = 0;;index++)
3435 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3439 mod_generatelightmaps_numlights++;
3441 if (mod_generatelightmaps_numlights > 0)
3443 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3444 lightinfo = mod_generatelightmaps_lightinfo;
3445 for (index = 0;;index++)
3447 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3454 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3456 lightinfo->iradius = 1.0f / lightinfo->radius;
3457 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3458 // TODO: compute svbsp
3459 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3463 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3466 if (mod_generatelightmaps_lightinfo)
3468 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3469 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3470 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3471 Mem_Free(mod_generatelightmaps_lightinfo);
3473 mod_generatelightmaps_lightinfo = NULL;
3474 mod_generatelightmaps_numlights = 0;
3477 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3479 const svbsp_node_t *node;
3480 const svbsp_node_t *nodes = svbsp->nodes;
3485 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3487 return num == -1; // true if empty, false if solid (shadowed)
3490 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3493 float relativepoint[3];
3502 const lightmaplight_t *lightinfo;
3504 for (i = 0;i < 5*3;i++)
3506 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3508 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3509 VectorSubtract(lightinfo->origin, pos, relativepoint);
3510 // don't accept light from behind a surface, it causes bad shading
3511 if (normal && DotProduct(relativepoint, normal) <= 0)
3513 dist2 = VectorLength2(relativepoint);
3514 if (dist2 >= lightinfo->radius2)
3516 dist = sqrt(dist2) * lightinfo->iradius;
3517 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3520 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3524 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3526 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3528 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3531 // for light grid we'd better check visibility of the offset point
3532 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3533 if (trace.fraction < 1)
3534 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3537 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3542 // scale intensity according to how many rays succeeded
3543 // we know one test is valid, half of the rest will fail...
3544 //if (normal && tests > 1)
3545 // intensity *= (tests - 1.0f) / tests;
3546 intensity *= (float)hits / tests;
3548 // scale down intensity to add to both ambient and diffuse
3549 //intensity *= 0.5f;
3550 VectorNormalize(relativepoint);
3551 VectorScale(lightinfo->color, intensity, color);
3552 VectorMA(sample , 0.5f , color, sample );
3553 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3554 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3555 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3556 // calculate a weighted average light direction as well
3557 intensity *= VectorLength(color);
3558 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3562 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3568 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3569 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3570 VectorCopy(sample + 12, dir);
3571 VectorNormalize(dir);
3572 //VectorAdd(dir, normal, dir);
3573 //VectorNormalize(dir);
3574 f = DotProduct(dir, normal);
3575 f = max(0, f) * 255.0f;
3576 VectorScale(sample, f, color);
3577 //VectorCopy(normal, dir);
3578 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3579 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3580 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3581 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3583 lm_dir[0] = (unsigned char)dir[2];
3584 lm_dir[1] = (unsigned char)dir[1];
3585 lm_dir[2] = (unsigned char)dir[0];
3589 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3592 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3593 VectorCopy(sample, vertex_color);
3596 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3602 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3603 // calculate the direction we'll use to reduce the sample to a directional light source
3604 VectorCopy(sample + 12, dir);
3605 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3606 VectorNormalize(dir);
3607 // extract the diffuse color along the chosen direction and scale it
3608 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3609 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3610 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3611 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3612 VectorScale(sample, 127.5f, ambient);
3613 VectorMA(ambient, -0.333f, diffuse, ambient);
3614 // encode to the grid format
3615 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3616 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3617 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3618 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3619 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3620 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3621 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3622 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3623 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3626 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3631 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3632 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3633 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3634 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3635 radius[0] = mod_generatelightmaps_lightmapradius.value;
3636 radius[1] = mod_generatelightmaps_vertexradius.value;
3637 radius[2] = mod_generatelightmaps_gridradius.value;
3638 for (i = 0;i < 3;i++)
3640 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3643 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3648 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3650 msurface_t *surface;
3653 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3655 surface = model->data_surfaces + surfaceindex;
3656 surface->lightmaptexture = NULL;
3657 surface->deluxemaptexture = NULL;
3659 if (model->brushq3.data_lightmaps)
3661 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3662 if (model->brushq3.data_lightmaps[i])
3663 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3664 Mem_Free(model->brushq3.data_lightmaps);
3665 model->brushq3.data_lightmaps = NULL;
3667 if (model->brushq3.data_deluxemaps)
3669 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3670 if (model->brushq3.data_deluxemaps[i])
3671 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3672 Mem_Free(model->brushq3.data_deluxemaps);
3673 model->brushq3.data_deluxemaps = NULL;
3677 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3679 msurface_t *surface;
3685 surfmesh_t oldsurfmesh;
3687 unsigned char *data;
3688 oldsurfmesh = model->surfmesh;
3689 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3690 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3692 size += model->surfmesh.num_vertices * sizeof(float[3]);
3693 size += model->surfmesh.num_vertices * sizeof(float[3]);
3694 size += model->surfmesh.num_vertices * sizeof(float[3]);
3695 size += model->surfmesh.num_vertices * sizeof(float[3]);
3696 size += model->surfmesh.num_vertices * sizeof(float[2]);
3697 size += model->surfmesh.num_vertices * sizeof(float[2]);
3698 size += model->surfmesh.num_vertices * sizeof(float[4]);
3699 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3700 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3701 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3702 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3703 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3704 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3705 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3706 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3707 if (model->surfmesh.num_vertices > 65536)
3708 model->surfmesh.data_element3s = NULL;
3710 if (model->surfmesh.vertexposition)
3711 Mem_Free(model->surfmesh.vertexposition);
3712 model->surfmesh.vertexposition = NULL;
3713 if (model->surfmesh.vertexmesh)
3714 Mem_Free(model->surfmesh.vertexmesh);
3715 model->surfmesh.vertexmesh = NULL;
3716 if (model->surfmesh.vertexpositionbuffer)
3717 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3718 model->surfmesh.vertexpositionbuffer = NULL;
3719 if (model->surfmesh.vertexmeshbuffer)
3720 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3721 model->surfmesh.vertexmeshbuffer = NULL;
3722 if (model->surfmesh.data_element3i_indexbuffer)
3723 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3724 model->surfmesh.data_element3i_indexbuffer = NULL;
3725 if (model->surfmesh.data_element3s_indexbuffer)
3726 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3727 model->surfmesh.data_element3s_indexbuffer = NULL;
3728 if (model->surfmesh.vbo_vertexbuffer)
3729 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3730 model->surfmesh.vbo_vertexbuffer = 0;
3732 // convert all triangles to unique vertex data
3734 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3736 surface = model->data_surfaces + surfaceindex;
3737 surface->num_firstvertex = outvertexindex;
3738 surface->num_vertices = surface->num_triangles*3;
3739 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3740 for (i = 0;i < surface->num_triangles*3;i++)
3743 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3744 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3745 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3746 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3747 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3748 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3749 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3750 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3751 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3752 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3753 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3754 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3755 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3756 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3757 if (oldsurfmesh.data_texcoordlightmap2f)
3759 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3760 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3762 if (oldsurfmesh.data_lightmapcolor4f)
3764 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3765 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3766 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3767 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3770 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3771 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3775 if (model->surfmesh.data_element3s)
3776 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3777 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3779 // find and update all submodels to use this new surfmesh data
3780 for (i = 0;i < model->brush.numsubmodels;i++)
3781 model->brush.submodels[i]->surfmesh = model->surfmesh;
3784 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3786 msurface_t *surface;
3792 lightmaptriangle_t *triangle;
3793 // generate lightmap triangle structs
3794 mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3795 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3797 surface = model->data_surfaces + surfaceindex;
3798 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3799 for (i = 0;i < surface->num_triangles;i++)
3801 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3802 triangle->triangleindex = surface->num_firsttriangle+i;
3803 triangle->surfaceindex = surfaceindex;
3804 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3805 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3806 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3807 // calculate bounds of triangle
3808 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3809 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3810 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3811 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3812 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3813 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3814 // pick an axial projection based on the triangle normal
3815 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3817 if (fabs(normal[1]) > fabs(normal[axis]))
3819 if (fabs(normal[2]) > fabs(normal[axis]))
3821 triangle->axis = axis;
3826 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3828 if (mod_generatelightmaps_lightmaptriangles)
3829 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3830 mod_generatelightmaps_lightmaptriangles = NULL;
3833 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3835 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3837 msurface_t *surface;
3851 float trianglenormal[3];
3852 float samplecenter[3];
3853 float samplenormal[3];
3859 float lmscalepixels;
3862 float lm_basescalepixels;
3863 int lm_borderpixels;
3867 lightmaptriangle_t *triangle;
3868 unsigned char *lightmappixels;
3869 unsigned char *deluxemappixels;
3870 mod_alloclightmap_state_t lmstate;
3872 // generate lightmap projection information for all triangles
3873 if (model->texturepool == NULL)
3874 model->texturepool = R_AllocTexturePool();
3875 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3876 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3877 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3878 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3879 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3881 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3883 surface = model->data_surfaces + surfaceindex;
3884 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3885 lmscalepixels = lm_basescalepixels;
3886 for (retry = 0;retry < 30;retry++)
3888 // after a couple failed attempts, degrade quality to make it fit
3890 lmscalepixels *= 0.5f;
3891 for (i = 0;i < surface->num_triangles;i++)
3893 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3894 triangle->lightmapindex = lightmapnumber;
3895 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3896 // pick two planar axes for projection
3897 // lightmap coordinates here are in pixels
3898 // lightmap projections are snapped to pixel grid explicitly, such
3899 // that two neighboring triangles sharing an edge and projection
3900 // axis will have identical sampl espacing along their shared edge
3902 for (j = 0;j < 3;j++)
3904 if (j == triangle->axis)
3906 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3907 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3908 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3909 triangle->lmbase[k] = lmmins/lmscalepixels;
3910 triangle->lmscale[k] = lmscalepixels;
3913 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3916 // if all fit in this texture, we're done with this surface
3917 if (i == surface->num_triangles)
3919 // if we haven't maxed out the lightmap size yet, we retry the
3920 // entire surface batch...
3921 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3923 lm_texturesize *= 2;
3926 Mod_AllocLightmap_Free(&lmstate);
3927 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3930 // if we have maxed out the lightmap size, and this triangle does
3931 // not fit in the same texture as the rest of the surface, we have
3932 // to retry the entire surface in a new texture (can only use one)
3933 // with multiple retries, the lightmap quality degrades until it
3934 // fits (or gives up)
3935 if (surfaceindex > 0)
3937 Mod_AllocLightmap_Reset(&lmstate);
3941 Mod_AllocLightmap_Free(&lmstate);
3943 // now put triangles together into lightmap textures, and do not allow
3944 // triangles of a surface to go into different textures (as that would
3945 // require rewriting the surface list)
3946 model->brushq3.deluxemapping_modelspace = true;
3947 model->brushq3.deluxemapping = true;
3948 model->brushq3.num_mergedlightmaps = lightmapnumber;
3949 model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3950 model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3951 lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3952 deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3953 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3955 surface = model->data_surfaces + surfaceindex;
3956 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3957 for (i = 0;i < surface->num_triangles;i++)
3959 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3960 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3961 VectorNormalize(trianglenormal);
3962 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3963 axis = triangle->axis;
3964 axis1 = axis == 0 ? 1 : 0;
3965 axis2 = axis == 2 ? 1 : 2;
3966 lmiscale[0] = 1.0f / triangle->lmscale[0];
3967 lmiscale[1] = 1.0f / triangle->lmscale[1];
3968 if (trianglenormal[axis] < 0)
3969 VectorNegate(trianglenormal, trianglenormal);
3970 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3971 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3972 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3973 for (j = 0;j < 3;j++)
3975 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3976 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3977 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3979 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3980 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3981 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3982 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
3992 forward[1] = 1.0f / triangle->lmscale[0];
3996 left[2] = 1.0f / triangle->lmscale[1];
4001 origin[1] = triangle->lmbase[0];
4002 origin[2] = triangle->lmbase[1];
4005 forward[0] = 1.0f / triangle->lmscale[0];
4010 left[2] = 1.0f / triangle->lmscale[1];
4014 origin[0] = triangle->lmbase[0];
4016 origin[2] = triangle->lmbase[1];
4019 forward[0] = 1.0f / triangle->lmscale[0];
4023 left[1] = 1.0f / triangle->lmscale[1];
4028 origin[0] = triangle->lmbase[0];
4029 origin[1] = triangle->lmbase[1];
4033 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4035 #define LM_DIST_EPSILON (1.0f / 32.0f)
4036 for (y = 0;y < triangle->lmsize[1];y++)
4038 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4039 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4041 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4042 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4043 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4044 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4045 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4051 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4053 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
4054 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
4058 Mem_Free(lightmappixels);
4059 if (deluxemappixels)
4060 Mem_Free(deluxemappixels);
4062 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4064 surface = model->data_surfaces + surfaceindex;
4065 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4066 if (!surface->num_triangles)
4068 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4069 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4070 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4071 surface->lightmapinfo = NULL;
4074 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4075 model->brushq1.lightdata = NULL;
4076 model->brushq1.lightmapupdateflags = NULL;
4077 model->brushq1.firstrender = false;
4078 model->brushq1.num_lightstyles = 0;
4079 model->brushq1.data_lightstyleinfo = NULL;
4080 for (i = 0;i < model->brush.numsubmodels;i++)
4082 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4083 model->brush.submodels[i]->brushq1.firstrender = false;
4084 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4085 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4089 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4092 for (i = 0;i < model->surfmesh.num_vertices;i++)
4093 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4096 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4103 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4105 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4106 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4108 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4109 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4111 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4112 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4118 extern cvar_t mod_q3bsp_nolightmaps;
4119 static void Mod_GenerateLightmaps(dp_model_t *model)
4121 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4122 dp_model_t *oldloadmodel = loadmodel;
4125 Mod_GenerateLightmaps_InitSampleOffsets(model);
4126 Mod_GenerateLightmaps_DestroyLightmaps(model);
4127 Mod_GenerateLightmaps_UnweldTriangles(model);
4128 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4129 Mod_GenerateLightmaps_CreateLights(model);
4130 if(!mod_q3bsp_nolightmaps.integer)
4131 Mod_GenerateLightmaps_CreateLightmaps(model);
4132 Mod_GenerateLightmaps_UpdateVertexColors(model);
4133 Mod_GenerateLightmaps_UpdateLightGrid(model);
4134 Mod_GenerateLightmaps_DestroyLights(model);
4135 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4137 loadmodel = oldloadmodel;
4140 static void Mod_GenerateLightmaps_f(void)
4142 if (Cmd_Argc() != 1)
4144 Con_Printf("usage: mod_generatelightmaps\n");
4149 Con_Printf("no worldmodel loaded\n");
4152 Mod_GenerateLightmaps(cl.worldmodel);